
The Waystation Watch
Previously…
This is where the Frostpeak Expedition begins. There is nothing to recap yet.
An early winter storm has pushed three hungry frost wolves down to Kestra Windwhistle’s waystation, the last shelter before the real climb. Kestra will guide the heroes up Frostpeak Mountain, but first she needs help tonight.
How long do you have?
For the guide: who you meet, rewards and tips
The map
Who’s in this adventure
Frost Wolf
- Heart Points
- 4
- Guard
- 12
- Attack
- Snappy Bite +2 (1d4 Heart Points)
Thin and hungry, not mean. Runs off into the snow after one hit.
Rewards
- Kestra Windwhistle, as your guide for the rest of the climb.
- A page from Kestra’s guide-ledger, to carry into Chapter 2.
- If you fed the wolves: three new friends. In Chapter 2 or 3, they turn up to help, once.
- A real-world bonus, if you like: hot soup tonight, in a mug.
Tips for running this one
- Kestra is gruff on the surface and warm underneath, more favourite grumpy aunt than boss. Let her banter, grumble and secretly enjoy the company.
- This is the gentlest chapter of the three: it starts the campaign, so keep it cosy.
- Short on time? The Quick Quest is the first scene and the climax, and it still has the twist: see the climax’s DM notes.
- Playing with 5- and 6-year-olds? Take 3 off every DN and skip the roll for anything kind. For 9- and 10-year-olds, add 2.
- Every roll here says what happens when it works and when it doesn’t. A failed roll never stops the story; it only changes what happens next.
Play together, online
Run “The Waystation Watch” online with friends
Can’t get everyone around the same table? Run it at a live online table instead. You direct the game from your screen; your players open a link on theirs and see the same scene art, the same “you are here” map pin, the same dice, their own character sheets, and a party chat. Free, in the browser, nothing to install.
The whole adventure is already loaded there, scene by scene, so you just step the party through it.
No sign-in, nothing saved. Share the link so the family can roll together.
Nobody needs an account: you start a table on this device in one step, and your players join with the code or invite link you send them.
The adventure, scene by scene
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Scene 1
Smoke Against the Snow
Read this aloud
Whoosh! Snow blows sideways across the mountain path. At the top of the ridge stands a little stone hut. One window glows gold. Three pale wolves pace round and round outside it, just past the firelight. Then the door bangs open. A woman in a huge fur coat waves a fire-poker. "Don’t just stand there!" she shouts. "Get inside, or help me shoo these wolves. Either is fine by me!"
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
You stamp and wave and shout. The wolves slink back into the snow, for now. The woman grins. "Not bad. Get in, quick."
Nearly!
The wolves only back off a little and sit down to watch. The woman grabs your sleeve and pulls you inside. "They’ll be back," she says.
- Hero’s bonus
Rolled your own die?
Made it!
They are so thin you can see their ribs. They are not looking at you. They are sniffing at the smoke from the chimney, where something is cooking. They are hungry, not fierce.
Nearly!
It is too snowy to see much. But one wolf’s tummy rumbles so loudly that you hear it over the wind. Hungry, then.
Notes for the guide
What the heroes want: Get past the wolves and into the warm hut.
Kestra is gruff on the outside and warm underneath: play her like a favourite grumpy aunt. The wolves are thin and hungry, not mean, and they never attack the hut tonight. However this goes, everyone ends up inside by the fire.
Questions to ask
- Ask the table: Inside or outside: what do you do first?
- Ask the quietest player: The smallest wolf looks right at your hero. What does your hero do? Whatever they do, the small wolf remembers it. It is the one that comes closest at the climax.
Where they are on the map
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Scene 2
Windwhistle's Offer
Read this aloud
Inside, the hut is small, warm and full of stuff. Bunches of herbs hang from the ceiling. A kettle bubbles on the fire. One wall is covered in little scratched lines, one for every winter. There are thirty! The woman pours hot soup into chipped mugs. "Kestra Windwhistle," she says. "I guide folk up this mountain. I’ll guide you too. But first, I need a favour."
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
"Thin this year," Kestra says. "The early snow chased the deer down the valley, and the wolves can’t find them. They’re hungry, that’s all."
Nearly!
Kestra grumbles, "Wolves are wolves." But she glances at the soup pot, then at the window, and sighs. She is worried about them too.
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No roll needed
Kestra looks at you for a long moment. Then she says, quietly: "Years ago I lost my grandmother’s compass, up by the frozen cistern. If you ever find it, I’d be grateful." She taps the scratched lines on the wall. "Grandmother made the first of these."
Nearly!
If nobody offers, Kestra asks anyway, a bit gruffly: "Keep your eyes open up by the frozen cistern. My grandmother’s compass is up there somewhere."
Notes for the guide
What the heroes want: Find out what Kestra needs, and what is wrong with the wolves.
This scene is for talking, not rolling: let Kestra banter. The compass is found in Chapter 2, not here, so do not let the heroes go searching for it tonight.
Questions to ask
- Ask each player in turn: Kestra asks each hero: "What brings you up my mountain?" What does your hero say?
Where they are on the map
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Scene 3
The Old Ledger
Read this aloud
Thump! Kestra drops a fat old book on the table, and dust puffs up. "My guide-ledger," she says. "Thirty years of notes. Paths, weather, and who came back down." She flips to one of the last pages. One line is underlined twice. Kestra frowns at it. "Read that," she says. "Then tell me what you make of it."
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
Big claw marks by the cistern ice. Deep ones. But nobody has been hurt, not once. "Strange," you say. Kestra nods. Give the heroes the ledger page.
Nearly!
The writing is very wobbly. Kestra snorts, takes the book and reads it out loud herself. Give the heroes the ledger page.
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No roll needed
"Claw marks, no harm done," says Kestra. Then she adds, "Grandmother always said big folk live at the top of this mountain. Kind ones." Give the heroes the ledger page.
Nearly!
If nobody asks, Kestra tears the page out and pushes it across the table. "Keep it. You’ll want it." Give the heroes the ledger page.
Notes for the guide
What the heroes want: Find out what is waiting further up the mountain.
This plants Torvind in Chapter 2 and Snowmane in Chapter 3 without spoiling either. Hand over the ledger page whichever way it goes: the table carries it into Chapter 2.
Questions to ask
- Ask the table: Big claw marks, but nobody hurt. What do you think made them?
Where they are on the map
Show your players this
A Page From Kestra's Guide-Ledger
Kestra’s wobbly handwriting, thirty years of ink: "Cistern path still good. But something has changed. Claw marks by the ice this winter, big deep ones. Nobody hurt, not once. Go careful. Go quiet." Underlined twice, as if she wanted to remember it herself.
Print this handout -
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Scene 4
A Storm Coming
Read this aloud
Kestra squints out of the window. Big, dark clouds are rolling over the ridge. "Storm by morning," she says. "If we climb tomorrow, we go ready." She opens a creaky door. The storeroom is stuffed right up to the roof with ropes, lanterns, snowshoes and one very old sled. "Find what we need," she says. "And somebody check the rope line outside, before it gets dark."
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
Rope, dry tinder and, at the bottom of a box, a bag of dried meat. "For emergencies," says Kestra. Hungry wolves might count.
Nearly!
A whole shelf of mittens falls on your head. You find the rope and tinder in the end, under one very surprised mouse. The dried meat is in there too, if anyone looks.
- Hero’s bonus
Rolled your own die?
Made it!
You fix a loose knot with cold fingers. On the way back, you see wolf tracks going round and round the woodpile. They have been looking for food.
Nearly!
A gust of wind knocks you into a soft snowdrift. Kestra hauls you back by your hood. The rope line was fine all along.
Notes for the guide
What the heroes want: Get ready for the climb before the storm comes.
Nothing here can go badly wrong: it is a chance for a Clever or Brave hero to shine. The bag of dried meat matters at the climax: heroes who bring it can feed the wolves with no roll.
Questions to ask
- Ask each player in turn: Each hero packs one thing for the climb. What does your hero pack?
Where they are on the map
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Scene 5
Bonus: The Ice House
Read this aloud
Behind the hut is a little stone ice house, half buried in snow. Kestra keeps her winter fish in there, frozen hard. "Enough for me and ten hungry guests," she says. Then she looks out at the dark. "Or three hungry wolves, I suppose." But the door is frozen shut, and a big crunchy snowdrift is piled up in front of it.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
Scoop, scoop, scoop! You dig a tunnel right up to the door, and it creaks open. Inside, the fish are stacked like firewood.
Nearly!
The whole drift slides down on top of you. You look like a snowman. Kestra laughs for the first time all night. You get in anyway.
- Hero’s bonus
Rolled your own die?
Made it!
A lantern, some tinder and a lot of patience. Drip, drip, drip. The ice melts and the door swings open.
Nearly!
It is far too slow. In the end, Kestra bangs the door with her poker and it pops open with a crack. "Sometimes you just knock," she says.
Notes for the guide
What the heroes want: Dig out the ice house and bring back fish for the wolves.
Play this scene only at the Epic length. It is a cold, giggly fetch, and nobody gets hurt. Bringing the fish to the wolves means feeding them at the climax needs no roll.
Questions to ask
- Ask the table: How many fish do you think three hungry wolves need?
Where they are on the map
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Scene 6
The Wolves Return
Read this aloud
Full dark now. The wind howls. Then a real howl answers it. Aaa-oooo! The three wolves are back, circling the low stone wall. In the lamplight you can see them clearly. They are so thin. Their noses point at the soup pot, not at you. Kestra lifts her fire-poker. Then she stops. "Huh," she says. "They’re not hunting us. They’re starving." She looks at you. "Well? What kind of neighbours shall we be?"
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
You put food on the wall and step back, slowly. The wolves creep closer. Read "If you fed them."
Nearly!
The wolves jump back, nervous. Try again, slower and quieter. The second try needs no roll.
- Hero’s bonus
Rolled your own die?
Made it!
A lantern, a trail of crumbs, and a lot of gentle shooing. Down the slope they go, toward the valley. Read "If you sent them home."
Nearly!
The wolves go round in a circle and come straight back. Kestra points. "That way, you daft things." Try again with her help. It needs no roll.
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No roll needed
Use the Frost Wolf cards, one wolf for every two heroes. Each one runs off into the snow after one hit. Read "If you faced them."
Nearly!
If the fight goes badly, the wolves give up anyway. They are too tired and hungry to keep going. Read "If you faced them."
How it ends
Read the ending that happened, then the homecoming.
If you fed them.
Where your choices led
The wolves sniff the food, then gobble every bit. The smallest one licks your mitten. Then all three curl up in a heap by the warm chimney and go to sleep. "Well," says Kestra, very quietly. "Thirty winters, and I never thought of that."
If you sent them home.
Where your choices led
At the bottom of the slope, the wolves smell the deer in the valley. Off they race, tails high. The smallest one stops and looks back at you, just once. Back in the hut, Kestra hands round more soup. "Clever," she says. "Very clever."
If you faced them.
Where your choices led
The wolves run off into the snow. In the morning, you find their tracks. They went round and round the hut all night, but they never came close. Kestra looks at the tracks for a long time. "Hungry, that’s all they were," she says. She leaves a bucket of scraps on the wall, just in case.
Homecoming
Every ending: the climb begins.
At first light, the storm has blown away, and the whole mountain sparkles. Kestra locks the hut and slings a rope over her shoulder. Far above, something glitters in the sun: the frozen cistern. "That’s where I lost Grandmother’s compass," she says. "Come on. Mountains don’t climb themselves."
Notes for the guide
What the heroes want: Settle things with the wolves, so everyone can sleep and the climb can start at dawn.
Feeding them: no roll if the heroes bring the fish from the ice house or the dried meat from the storeroom. Otherwise roll with +2 if anyone was gentle with the smallest wolf, or found out why the wolves came (+2 once, however many are true). Short on time? Every length gets the twist: Kestra sees it in the read-aloud. The wolves never attack the heroes first. When it is over, read the ending that happened, then the homecoming. Remember which ending it was: Kestra mentions it at the start of Chapter 2.
Questions to ask
- Ask the table: The wolves are starving. What do you think would help them most? If the heroes never found out why the wolves came, Kestra says it in the read-aloud: they are starving. That is the twist, at every length.
- Ask the quietest player: The smallest wolf comes closest. What does your hero do?
Where they are on the map
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